Sound design in video games

Somes interactives bip boop !
Sifu from Sloclap
Sifu is a Kung Fu mastery beat-them-all set in China.
In this game you will avenge your family brutally murdered by gangs. You will seek your rivals from place to place, but be careful, revenge comes at a price.

It's a game from the Sloclap studio. We enter the professional world :D

On this game I realize the sound creation (creation of atmospheres, footsteps, combat SFX ...) but also the voice design of the recording of placeholder robot to the integration of the voices of the actors, I integrate everything on Wwise then in Unreal and finally I debug the sounds and look for potential problems in the game.


I work on the voice in english, in chinese and in cantonese.


On the extension of the arenas I was able to leave a greater part to my creativity especially by realizing most of the sounds of the exhibition arena, it was a real pleasure to have this freedom.

Sifu - Last Trailer for Arena Mode
The latest update of Sifu: The arena Mode, full of creativity and exciting in sound

The Brittle Ones
The Brittle Ones is a dodge-them-all in a porcelain world.
The player's goal? Avoid the blows of his enemies and cause them to explode against a wall or someone else.

It is a student game being created at CNAM-ENJMIN.

On this project I realize the sound creation (recording porcelain sound effects, creation of atmospheres, sound design), I integrate my sounds on Wwise then in Unreal and finally I direct composers for the creation of the music.
The Brittle Ones - Demo First Room
A character, a voice, some enemies, some debris, a music and many footsteps.

Path of Esthesia
Path of Esthesia is a survival game in an ordinary environment. You play as a sensory hypersensitive young woman and must help her through the city.

It is a student game produced in three months at CNAM-ENJMIN.

On this project I mainly used my sound banks to recreate the universe of a city, realistic and aggressive.
I used Reaper for the sound design and integrated the sounds with Wwise.
Path of Esthesia - Walktrough
A hypersensitive woman, a city, birds, horns, a game.

For Whom The Bells Toll
For Whom The Bells Toll is a mixed reality game, on the border between escape game and meditation.
The link between the spirit world and ours is broken, the spirits are disturbed, the link must be recreated by reminding them of memories of their past life.
Players must find clues allowing them to recreate the memory and then ring the corresponding bells (in the room) to calm the spirit.
It is a student project carried out in the first year of the master's at CNAM-ENJMIN.

On this project I created 6 unique and recognizable bell sounds, in order to help the player identify the bells.
There has been a lot of feedback work to help the player understand what is happening on-screen (in the spirit world) when doing an action in the real world.
I also made a calming and evolving atmosphere depending on the state of the game.
Everything was integrated with FMOD.
For Whom The Bells Toll - Walktrough
Players, a room, clues, bells, a screen: a game.

Entité 42 - Interactive Music
End of year project for my professional license in Toulon, in partnership with the higher national dance center in Cannes.
Throughout the year we each worked on our own. Two dancers had to create a choreography at the same time as we were creating contemporary music based on drones.
Our two creations had to interact with each other, the dancers had a sensor on the ground to change our melody or even our rhythmic base in a random manner.

For the interaction part, we had a Raspberry Pi connected to our computer in which I had made a program on Usine that modified our tracks.
It was for me the discovery of interaction.
Interactive danse and music
Two dancers, drones, beeps and sensors.